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13

Having such numerical rules of thumb are both design decisions and design guidelines There is no “correct” ratio of monster damage to player damage or player HP to player damage, but these kinds of ratios are well worth thinking about. They influence balance, but also influence the play and feel of your game. If HP is about 4× damage, you ...


8

I once played in a Low Life one-shot (written for Savage Worlds Revised, the version out at the time of printing) but used Savage Worlds Deluxe and there were no issues whatsoever, even when incorporating new rules (e.g. the new chase rules, new Incapacitation rules, the Rapid Attack combat maneuver). There are just a couple of tweaks you have to make ...


8

No. The roll for the flamethrower is to correctly direct and to operate it. Both of these things are easy, and so you get a bonus when using it. The roll for the spell is to correctly direct and cast it. Casting magic is not especially easy, and there is no reason to believe that a Burst is an easier spell to aim than any other. And being a spell, aiming it ...


6

There's definitely rules about approximate math, but these are all system specific, and, depending on the skill and work done by the designers, these may already be known or they may be those things that you only find out after lots and lots of play. I would look to see if there's any kind of min-maxer boards or messages for Savage Worlds specifically and ...


4

A lot of people run into this problem when using Savage Worlds, and it can be encountered whether using the Super Power Companion or not. On a fundamental level, given the way Savage Worlds is designed, it is extremely difficult to design an encounter with a single enemy foe that doesn't end quickly. This issue is exacerbated with the size and number of ...


3

The way I tested game balance for my Savage Worlds house rules and fan supplements was to write a combat simulator, and run hundreds of millions of battles between a wide variety of different opponents. I also used the same approach to estimate the relative strength of different abilities.


2

The Mind Control super power in Necessary Evil already has a power modifier that takes care of this: Mind Wipe (+3): The controller can manipulate the victim's memories so that he does not remember what he's done while under mind control. Since you have to buy a modifier that makes them not remember that they were under mind control, it follows that ...


2

No, it wouldn't be reasonable to apply the same mechanism. Mind Reading says that — Mind Control doesn't. By default, Mind Control doesn't notify the target that they're being controld... but you never, never play Savage Worlds with default powers. Powers are effects, not complete abilities that actual characters have. They are used to implement character ...


2

Those affected by the Mind Control power are under complete control until released or they break free. Once no longer affected by the power they remember everything they did and said, and any information they gave out whilst under control. It can also be inferred that they have some awareness of what they are doing whilst being controlled, as this explains ...


2

The best way to find an "average human" for an NPC Extra is to take a look at some of the statblocks in the official books. If you look at the typical "soldier" in the Allies section of the core rulebook, you'll see it has d4 in Smarts, d6 in all other attributes, d4 in Stealth, and d6 in the other skills (including combat skills). The "experienced ...


2

Exploding Dice mechanic has little to do with your problem. You see, for a N-sided die an average roll is (N+1)/2. Whereas for an exploding N-sided die an average is (N+1)N/2(N-1) - just N/(N-1) times more. For d6 explosions increase an average roll from 3.5 to 4.2, or 20% increase. For d8 explosions increase an average roll from 4.5 to ~5.1, or ~13% ...



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